Jump to content

Cheston

Members
  • Posts

    53
  • Joined

  • Last visited

Everything posted by Cheston

  1. Resolve, probably. I assume it counted as an AoE spell until this fix.
  2. Boat management: -Everything seemed intuitive! Nice. Impressions from the encounter I did: -I couldn't go 'full sail ahead' more than once a round. I thought this was a bug- it kind of took forever to close for ship-to-ship combat. -I thought wind was an active factor and something I just couldn't find the UI element for. -I wasn't sure if there was a way to board other than the ramp between the ships. It seemed like enemies managed to get on my ship without using the ramp, but I didn't see where/when or if they'd started the encounter that way.
  3. I loved this enough to start posting here! My thoughts after a playthrough of the beta: -"Action set timer" (or whatever it's called) could use a tooltip. I wasn't sure what it was until I read this thread. -I would really appreciate the ability to script weapon changes. Here are four examples of what I'd love to do: A Rogue opens combat with a blunderbuss, then switches to melee and enters the fight, switching back once combat ends. (I really love the idea of 'opening fire' this way, and I think it adds flavor to the setting, but I never bother to do it because it adds micro to the beginning of every fight.) A Ranger opens fire with two pistols, switches to a weapon slot containing two more pistols, fires THOSE pistols, then switches to a third weapon slot and proceeds as normal, switching back to the first slot after combat ends. A Fighter defaults to a sword and shield, but switches to a warhammer and shield if they're not penetrating their current target. A Rogue has their Sabre modal activated, but doesn't need it to penetrate, so they deactivate the modal. It'd be nice (but not necessary) to be able to script positioning and targeting relative to other party members. I.E: If not engaged, flank the Fighter's target. If engaged, and the Fighter's target is in range, attack the Fighter's target. (this might already be possible) It'd be fantastic if I could choose any ability (even ones I don't have yet) when scripting- I don't think anything's lost with this since the ability tree is shown in character creation. Already this is fantastic! Combined with the change to 5 party members I'm having way more fun with the beta than I did in Pillars 1.
×
×
  • Create New...